Tea For God

void room

Released
Jul 19, 2023
Platforms
Last updated
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Updates & announcements

20 posts
  1. Developer post

    "Tasks" - the endless mode - is now available

    "Tasks", the endless mode is now available. Making "tasks" happen required lots of changes in the game and engine. The actual content (including tasks) was just a part of it. For most of the fixes in the main branch, I tended to write them down and have the list as actual as poss

  2. Developer post

    The endless mode is coming

    The endless mode is coming soon. If you're looking for it in the game, it is called "tasks". You can switch to it without finishing the story but I strongly recommend playing the story first. The endless mode took a bit of time to develop as it required significant parts of the g

  3. Developer post

    The interface boxes and tasks reasons

    I wanted to have some devices to operate for the endless mode. The problem is that I wanted to avoid adding completely new stuff that would not be seen in the already familiar locations. That's unless I would add that there as well. I needed something that could be reused for var

  4. Developer post

    The task structure of the endless mode

    The endless mode is going to be divided into, what I initially call, chapters. The idea is that chapters are completely different parts of a bigger story. And each should end with some mini story arc but the core of the chapters are going to be tasks. As I'd like to avoid just a

  5. Developer post

    About the endless mode

    As I am working on the endless mode for Tea For God, I'd like to share some details describing the initial release and plans for the future. The current mode will be still available as "story mode" and it will be possible to switch between the two. My main idea about the initial

  6. Developer post

    v 1.0.9 (#391)

    changed sound volumes to have more even soundscape added compressor for sound effects channel only (before was only a general compressor that was affecting all the channels) modified some sound effects that had discomforting crackling sound fixed bug when some samples were played

  7. Developer post

    v 1.0.8 (#383)

    fixed no distance updated when using smooth locomotion changed "A文" to make it more clear that it is a language selection added "or" between image-based and text-based input prompts (for open overlay info) tweaks for recentering view fixed game switching to demo for older builds

  8. Developer post

    mid-October update

    I went to Poznań Game Arena recently with Tea For God. I wanted to check if it really won't affect the sales and it didn't. But I decided to make a prototype to test if there would be some interest in a non VR game. I called the prototype "Subspace Scavengers" as I decided to reu

  9. Developer post

    v 1.0.7 (#360)

    added fail-safe for lost arm past "up" fixed creating the same map cell twice when loading particular game saves fixed crashes on loading fixed no enemies when loading a save in "outer rim"

  10. Developer post

    v 1.0.6 (#357)

    restored "corrosion showers" in "beneath" fixed loading save games at the initial section of "beneath" fixed cases when the player could get embedded into ground when using smooth locomotion

  11. Developer post

    plans for September

    I took some vacations recently that I was looking forward to for a long time. This is the reason why there were no updates for the game. For the next few weeks I should be mostly focused on porting the game (submissions). During the waiting time I don't want to start any bigger t

  12. Developer post

    v 1.0.5 (#355)

    - added a blinking effect on shield when it has low level of energy - exit in beneath is visible from a greater distance - enemies pause for a moment when the player should look at the elevator in "up" - player is reminded about the elevator in "up" after a while - fixed horizont

  13. Developer post

    v 1.0.4 (#349)

    This is a quick update with one important change (+ a few smaller ones): fixed a few never-ending level generation cases fixed proximity mines and shields attached mid-air (where doors appeared) fixed turn counter rendered in the place of real time fixed typo for dock screen One

  14. Developer post

    Update 1.0.3 + roadmap

    Another update mostly about fixes but there are some other changes as well. The most important change is proper preparation of play-area size that is based on boundary points. It works now on SteamVR/OpenVR and OculusAPI. I will be investigating OpenXR as well. Other non-fix chan

  15. Developer post

    v 1.0.3 (#345)

    added preparing play-area when playing on Quest on PC this workaround works currently only for SteamVR and OculusAPI fixed "mean machine" modifier fixed some game scripts running when exiting game and starting new (or loading game state) fixed bringing permanent EXMs through "ano

  16. Developer post

    preparing play-area from boundary

    Since Quest link has been introduced there was one thing that was a bit problematic. It was impossible to read “play area”. It was incorrect, too big, rotated, reaching outside the actual boundary. I reported it only to learn that there were other developers before me who also re

  17. Developer post

    Update 1.0.2 + roadmap

    This update is mostly fixes but there are some changes about unlocks. For run-based mode, unlocks can be unlocked only if there's no run in progress. You have to either fail or finish the game or - you can end the current run from the unlocks menu. I was a bit reluctant about thi

  18. Developer post

    v 1.0.2 (#340)

    - unlocks in run-based mode can't be unlocked mid-run - all EXMs that were installed during game are available to be unlocked - added "swap joysticks" that swaps movement and rotation joysticks for sliding locomotion - fixes for unlocks menu - fixed "no crouch allowed" being repl

  19. Developer post

    v 1.0.1 (#337)

    Two bugs made it through. Both are now fixed. crash on weapon nodes pre-early ending when reaching the train station Both features were tested but not tested enough. The circumstances for the crash seem to be weird but the nature of the crash was quite straightforward. The "pre-e

  20. Developer post

    Update 1.0.1 + roadmap

    The time after the release was quite busy and I know that I have lots to do now. With the game and with getting the game to the people. In the first update, I fixed some of the bugs as well as changed a few things in the game. About the bugs - there are still plenty of them to fi